Protected
fieldProtected
partyProtected
playerProtected
sceneThis teaches the Pokemon the new move and ends the phase. When a Pokemon forgets a move and learns a new one, its 'Learn Move' message is significantly longer.
Pokemon with a moveset.length < 4
[Pokemon] learned [MoveName]
Pokemon with a moveset.length > 4
1... 2... and 3... and Poof! [Pokemon] forgot how to use [MoveName] And... [Pokemon] learned [MoveName]!
This asks the player if they wish to end the current move learning process.
Stop trying to teach [MoveName]? -->
Mode.CONFIRM
--> Yes: > [Pokemon] did not learn the move [MoveName], No:this.replaceMoveCheck()
If the player wishes to not teach the Pokemon the move, it displays a message and ends the phase. If the player reconsiders, it repeats the process for a Pokemon with a full moveset once again.
This displays a chain of messages (listed below) and asks if the user wishes to forget a move.
[Pokemon] wants to learn the move [MoveName] However, [Pokemon] already knows four moves. Should a move be forgotten and replaced with [MoveName]? -->
Mode.CONFIRM
-> Yes: Go tothis.forgetMoveProcess()
, No: Go tothis.rejectMoveAndEnd()
This facilitates the process in which an old move is chosen to be forgotten.
The game then goes
Mode.SUMMARY
to select a move to be forgotten. If a player does not select a move or chooses the new move (moveIndex === 4
), the game goes tothis.rejectMoveAndEnd()
. If an old move is selected, the function then passes themoveIndex
tothis.learnMove()